Rioter Comments
: Hey Riot. Is morde meant to be able to jungle?
I've been playing Morde jungle with a bunch of different runes, Fleet Footwork is really nice.
Rioter Comments
DeusVult (NA)
: Morde is going to have 69 AD at level 1
: This is what happens when you give into the SJW culture. They will always want more and will always find something new to be outraged about. Instead of staying neutral or standing against it, they have now reached the point where they are the snake eating it's own tail. There is no winning when you try to cater to the people who arent grateful for anything. It starts with demands to not say a word and keeps snowballing. At some point ya got to say "I am not sorry"
> [{quoted}](name=Pandemic Punch,realm=NA,application-id=yrc23zHg,discussion-id=T2YlikvU,comment-id=0003,timestamp=2019-04-30T00:51:46.492+0000) > > This is what happens when you give into the SJW culture. They will always want more and will always find something new to be outraged about. Instead of staying neutral or standing against it, they have now reached the point where they are the snake eating it's own tail. > > There is no winning when you try to cater to the people who arent grateful for anything. It starts with demands to not say a word and keeps snowballing. At some point ya got to say "I am not sorry" stop
Azeranth (NA)
: When will Conqueror Officially Be A Failure?
This is one of the only "Here's whats wrong with the game" posts that i agree with, you're spot on. I'm also gonna plug my idea for a new keystone here, cause it sounds a lot like the determination one you thought of. https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/1tBNe4HQ-titanic-growth-a-new-tank-keystone-rune
AIQ (NA)
: Cut values in half and stack up to 10 times, melee stack 2x. A cool addition would be to grant half the shield to the nearest ally for dive buddies.
> [{quoted}](name=AIQ,realm=NA,application-id=A8FQeEA8,discussion-id=1tBNe4HQ,comment-id=0001,timestamp=2019-04-15T21:31:08.941+0000) > > Cut values in half and stack up to 10 times, melee stack 2x. > A cool addition would be to grant half the shield to the nearest ally for dive buddies. good idea, originally it was at 10 and i halved it lol
: this is just courage of the colossus that takes time to proc
> [{quoted}](name=Thaum1568,realm=NA,application-id=A8FQeEA8,discussion-id=1tBNe4HQ,comment-id=0000,timestamp=2019-04-15T16:50:37.685+0000) > > this is just courage of the colossus that takes time to proc i didnt say i re-invented anything, it is pretty close to colossus, but you dont need hard CC and it still gives something off cooldown. Anything you would change about it?
Rioter Comments
: Quick Fix: You should change the Passive healing to 40/80/120/160 since it is based on 4 different levels(1,6,11,16)) not 5(1,5,9,13,17). Also, extremely biased on the name: my sister has the same name, and for about 6 years she was allergic to the sun... so very fitting xD Good job! {{sticker:slayer-pantheon-thumbs}}
> [{quoted}](name=Mr Voidling,realm=NA,application-id=A8FQeEA8,discussion-id=LpXl29II,comment-id=0001,timestamp=2019-02-24T06:13:39.110+0000) > > Quick Fix: You should change the Passive healing to 40/80/120/160 since it is based on 4 different levels(1,6,11,16)) not 5(1,5,9,13,17). > > Also, extremely biased on the name: my sister has the same name, and for about 6 years she was allergic to the sun... so very fitting xD Good job! > {{sticker:slayer-pantheon-thumbs}} Thank you! I just changed the numbers and edited her title a little.
Rioter Comments
Rioter Comments
Bârd (NA)
: The rework is great, and his new abilities are hella fun. He needs some love, not a revert. Weak =/= shit design. I'm surprised that you, the guy who constantly advocates for Volibear, doesn't see that. **Passive** Revival Bloblets need to be tankier. The way they are was fine back when Zac came out, but damage is high enough now that he won't revive in a teamfight unless a splitpusher uses TP on him. Options include... * Bloblets get 100% of Zac's armor and MR (currently 50%) * Bloblets get 25% of Zac's HP apiece (currently 12%) * Bloblets are 50% resistant to AOE. Also, his healing blobs shouldn't fly towards enemy champions. This was a nerf from way back in the day that just isn't necessary anymore. Zac's blobs should use the same system as Draven's axes; they fly to wherever you're walking. **Q** Let Zac reactivate to tug the target towards himself, or have him slam the target into the ground if he attacks the same one twice. Just make it better when isolated. **W** Give the spell something that makes it feel worth ranking up. Options include... * Making its CDR on blob pickup scale with rank, maybe have it apply to other basic abilities. * Having it apply some sort of stacking debuff (A slow or MR reduction would be cool). Also, give back the AP ratio. Removing that was dumb. **E** Crowd Control, with the exception of airborne, shouldn't stop Zac mid-E. It feels really dumb to stop in mid-air because you passed over a Shaco box. **R** Have champions standing directly on top of Zac during the charge-up be grounded. Lower its damage significantly to make up for all the power added elsewhere in the kit.
> [{quoted}](name=Bârd,realm=NA,application-id=3ErqAdtq,discussion-id=UB5sw7vT,comment-id=000a,timestamp=2019-02-04T05:24:59.639+0000) > > The rework is great, and his new abilities are hella fun. > > He needs some love, not a revert. > > Weak =/= shit design. I'm surprised that you, the guy who constantly advocates for Volibear, doesn't see that. > > **Passive** > > Revival Bloblets need to be tankier. > The way they are was fine back when Zac came out, but damage is high enough now that he won't revive in a teamfight unless a splitpusher uses TP on him. > Options include... > > * Bloblets get 100% of Zac's armor and MR (currently 50%) > * Bloblets get 25% of Zac's HP apiece (currently 12%) > * Bloblets are 50% resistant to AOE. > > Also, his healing blobs shouldn't fly towards enemy champions. This was a nerf from way back in the day that just isn't necessary anymore. Zac's blobs should use the same system as Draven's axes; they fly to wherever you're walking. > > **Q** > > Let Zac reactivate to tug the target towards himself, or have him slam the target into the ground if he attacks the same one twice. > Just make it better when isolated. > > **W** > > Give the spell something that makes it feel worth ranking up. > Options include... > > * Making its CDR on blob pickup scale with rank, maybe have it apply to other basic abilities. > * Having it apply some sort of stacking debuff (A slow or MR reduction would be cool). > > Also, give back the AP ratio. Removing that was dumb. > > **E** > > Crowd Control, with the exception of airborne, shouldn't stop Zac mid-E. > > It feels really dumb to stop in mid-air because you passed over a Shaco box. > > **R** > > Have champions standing directly on top of Zac during the charge-up be grounded. > > Lower its damage significantly to make up for all the power added elsewhere in the kit. You should make a full post in Concepts n creations, these are good ideas! This would make me play {{champion:154}} waaaaaaay more. I do like his old ult a lot more than his current tbh.
: How do I improve?
My only advice would be to pick smarter fights. Just because your mid or top goes into a 1 v 3 doesn't mean you have to try and save them. It seems like your team-mates have high kills and high deaths, which means they need to pick smarter fights. Just looking at match history its kinda hard to tell someone how to improve, but good luck!{{sticker:slayer-pantheon-thumbs}}
Rioter Comments
: New Ideas for AP Bruiser Items
I would change the active on the deathfire grasp from "_deal 10% of the targets max health over the next 5 seconds and shred 10-30% of their magic resistance over the next 5 seconds capping at 3 seconds._" Into this: "Mark a target, lowering their MR by 10-30% over the next 5 seconds. Your next attack on them deals 10% of their max health over 5 seconds." This stops point and click damage. So they actually have to land an ability to kill you, nobody likes getting {{summoner:14}} + {{item:3146}} to insta die without the enemy even using their kit.
: Looking for Beta testers for my new app
if i had an android i'd use it, looks cool! bumped
: Yut'Nak, The Vicious Host (Champion Concept)
So is he always constantly losing health? I don't quite understand how the respawn and getting to lane parts work. I love everything else and the kit meshes together really well, gj. My only critique is that that **E** ability is like the strongest initiation in the game low-key. It might need to be tuned a tiny bit, like a _knock up only in the center_ type thing. {{sticker:slayer-jinx-catface}}
: Ziggs is not more reliable than Xerath.
> [{quoted}](name=JamesTheMage15,realm=NA,application-id=3ErqAdtq,discussion-id=UOqYRENo,comment-id=0001,timestamp=2019-02-01T23:15:26.745+0000) > > Ziggs is not more reliable than Xerath. I would kinda argue he is. Just because he has a small escape potential from his **W**, and the fact that he can always split push as a back-up plan.
MrAkairi (NA)
: Small request - Can a Janky AP Lucian Player get some AP scaling in his Q?
upvoted, theres no reason not to. It only makes the game better for fun builds, and doesn't help the regular one.
: If a Champion Scales They Need to Not be Strong/Good Early
{{champion:45}} is a good scaling champ. There are windows to dive him, he has a **single target** burst ultimate, and he doesn't do that great early at all except for his **E** being a very strong set-up for ganks.
: none of these are any good... eagle eye is just a much worst version of a summoner spell we had before that was called clairvoyance and that thing had less than a minute CD and you want to introduce something that has about 3-4 times it's CD while achieving the exact same thing but worst (since clairvoyance actually revealed more of the map)? Totem would just be used as a reset button and massive sustain while in lane, up to 40% HP and mana back every so often would break so many lanes and champions it's not even funny. Engineer would be ok but depending on how big the shield is it'll either be completely useless or completely broken to the point that it'll single-handedly stop pushes on it's own, same with it's second effect.
> [{quoted}](name=ZephyrDrake,realm=NA,application-id=3ErqAdtq,discussion-id=HYv7qRhx,comment-id=0001,timestamp=2019-01-20T10:30:04.326+0000) > > none of these are any good... eagle eye is just a much worst version of a summoner spell we had before that was called clairvoyance and that thing had less than a minute CD and you want to introduce something that has about 3-4 times it's CD while achieving the exact same thing but worst (since clairvoyance actually revealed more of the map)? > > Totem would just be used as a reset button and massive sustain while in lane, up to 40% HP and mana back every so often would break so many lanes and champions it's not even funny. > > Engineer would be ok but depending on how big the shield is it'll either be completely useless or completely broken to the point that it'll single-handedly stop pushes on it's own, same with it's second effect. How would you change Eagle-Eye? I think a vision summoner spell would be fun, maybe this isn't the right way to do it. Any thought? True on totem, i was thinking maybe champions can only use one charge and have to share the other then? I actually wanted it to be able to stop pushes on its own for 5 seconds, it would be awesome to be able to hold off a tower for just a little bit longer 1 v 3 so your team can get there. The shield effect i'm not sure about the numbers, it would have to only last a certain amount of minutes and definitely not stack.
Rioter Comments
Moody P (NA)
: Summoner Spells deserve an update
I want to see more summoner spells, spells that work out of combat. Maybe something like: **Eagle-Eye:** Releases an Eagle in Target direction up to 3000 units away, when it lands it becomes a ward that can't be removed for 20 seconds, then becomes a 1-shot blue ward Cooldown: 200 secs **Engineer:** Shields a turret for X minutes for X scaling health if cast with no enemies nearby. If cast with enemies nearby instead supercharge the turret, giving 25% bonus attack speed and causing it to aggro enemy champions in range regardless of minions, for 5 seconds Cooldown: 240 secs **Life Totem:** Place a Totem that lasts for 30 seconds, when clicked it restores 20% missing health and mana. Has 2 charges per totem, the summoner spell can be used in combat, but the totem can only be used out of combat. Using the totem has a 1 second channel Cooldown: 240 secs I wanted to create some spells that weren't just winning duels or movement. Tell me what you'd change or add! {{sticker:slayer-pantheon-thumbs}}
1MRPOPO (NA)
: What Intentionally feeding looks like in 2019
You have 207 CS while going 0/7 and you're a level above the whole game? You were doing something.
: Anyone else feel like Oblivion orb should have a second build option
I don't think anymore percent shredding in the game as items is a good idea right now. Although i would love an AP last whisper it would break things
: Anyone else feel like Oblivion orb should have a second build option
--------------------- 400 Health 50 AP 15 Magic Pen(unique) _Unique passive_ Overload: When you deal more than 40% of a champions max health in 3 seconds while more than x units away from them, gain 25% of the damage dealt as a shield that decays over 3 seconds (30-ish second cooldown) Builds out of: {{item:3916}} {{item:1052}} {{item:1011}} This item is a defensive option for mages or hybrid champs, with a range restriction to prevent assassins from having a field day with it. What do you think?
Kai Guy (NA)
: More point and click Grounding. {{champion:69}} {{champion:27}} have it (not point and click mind you. just the cc). Why rework/add some more? Its a good anti mobility CC that does not complete dick immobile champions over.
> [{quoted}](name=Kai Guy,realm=NA,application-id=3ErqAdtq,discussion-id=epmPl9vW,comment-id=0001,timestamp=2018-12-22T11:27:40.988+0000) > > More point and click Grounding. {{champion:69}} {{champion:27}} have it (not point and click mind you. just the cc). Why rework/add some more? Its a good anti mobility CC that does not complete dick immobile champions over. I was discussing this with a rumble main {{champion:68}} on one of my other posts, we were talking about ways to make him feel better without breaking proplay. Adding grounding to his ult was the best idea we had. Lower the damage, but slow and ground. This makes his ult a little more unique with less team follow up needed for it to work.
: {{champion:154}} {{champion:427}} LOL
> [{quoted}](name=H1de on blue,realm=NA,application-id=3ErqAdtq,discussion-id=qA7smxMr,comment-id=000a,timestamp=2018-12-15T04:23:34.765+0000) > > {{champion:154}} {{champion:427}} > > LOL I don't mean outdated as in old, i suppose i should say outclassed instead
: Just saying with Rumble his laning and everything is fine, but he is supposed to the a teamfight monster and his Ultimate while being a strong ability just feels useless against competent players. I think you can lower the slow and damage and give it the grounded effect and he would be in a good spot.
> [{quoted}](name=Anìmê,realm=NA,application-id=3ErqAdtq,discussion-id=qA7smxMr,comment-id=000000000000,timestamp=2018-12-14T19:48:08.776+0000) > > Just saying with Rumble his laning and everything is fine, but he is supposed to the a teamfight monster and his Ultimate while being a strong ability just feels useless against competent players. I think you can lower the slow and damage and give it the grounded effect and he would be in a good spot. Yeah if you trade some of the damage i can totally see grounded impacting team fights more. Unless you have follow up CC from teammates, his current ult can feel weak. Hopefully grounded makes follow up easier and with who's meta right now, that would really wreck some teams.
: Two things I would like to say: 1. {{champion:68}} used to be super Meta, but alot of mobility has been added to the game since then and that hurts him hard. Also {{champion:42}} has a better version of {{champion:68}} Ultimate. I think Rumble R needs a slow buff or apply grounded to a target. 2. Many of the champions you posted have major flaws in their kits that when strong they will always be OP, so many if not all you posted need a minimum of a VGU.
> [{quoted}](name=Anìmê,realm=NA,application-id=3ErqAdtq,discussion-id=qA7smxMr,comment-id=0000,timestamp=2018-12-14T19:27:20.078+0000) > > Two things I would like to say: > 1. {{champion:68}} used to be super Meta, but alot of mobility has been added to the game since then and that hurts him hard. Also {{champion:42}} has a better version of {{champion:68}} Ultimate. I think Rumble R needs a slow buff or apply grounded to a target. > 2. Many of the champions you posted have major flaws in their kits that when strong they will always be OP, so many if not all you posted need a minimum of a VGU. I think many of these champs could be fixed with an adjustment to one ability. Grounding on Rumble's ult would be awesome, unfortunately maybe too strong for pro-play, like you said he used to always be picked. But like when they made Cho'gath spikes an active and deal max health, these guys could use the same treatment. Maybe instead of adding to his ultimate, maybe his shield? What if when Rumble gets above 50% heat his shield starts to leave a small trail of flaming oil? Or if it's broken by damage it gives off a small explosive? If you want to really update him make the shield adaptive, (like camilles) and stronger since it is supposed to be his own custom mech. Of course that's also a downside sometimes. There's a lot that could really help these older champs without breaking them but i have no idea if riot has anything planned for them.
: Yorick needs these changes to be good again
Grounding is really strong, if you got fed you could condemn people to death by catching them with the wall. Maybe it should only ground if Yorick is in the ring with them? Sort of a "You're trapped in here with me"
Rioter Comments
Imperium1 (EUW)
: I created a LoL Analytics website ! I would love to get your feedback !
darkdill (NA)
: There needs to be some sort of comeback mechanics pertaining to vision
I think a good idea would be to spawn a vision plant at around 15 mins and every 5 mins right inbetween the tier two turrets, the base and the jungles. Just in front of the base gates, approximately. So two on each side, that way you can sweep your jungle at least a couple times late game without getting jumped.
: What has been impacting negatively the game
I 100% agree, why play trundle if you can play kayn? Why play malphite if you can play orrn?
Rioter Comments
: Revert Zac's ult
Why not both? Wouldn't it be sick if instead you had the option between the two? Right now if you tap the ult you just knock back, and when you charge the ult it grabs people. What if when you tapped R it did his old ult? Or like 3 bounces instead of 5.
: Ignite Damage
I've seen the same thing, i really hope it gets a nerf or a minor change
: Sikandar, Xer'Sai's Bane [Champion Concept]
I really like this concept! I could actually see my self pulling off a combo after reading all of the abilities, super well written. Q/Auto, proc a mark, dashwith e, spin with w, proc a mark, extra dash, stab with e, proc last mark plus a sandstorm somewhere in there
Rioter Comments
: Warding totem has a higher cooldown than most ultimates
Too much vision is bad tho, i remember getting completely cut off from playing because our jungle is lit up like a Christmas tree lol
: I might start playing Jungle more. I actually really liked playing Jungle when tanks were meta and a thing.
> [{quoted}](name=OtterlyLost,realm=NA,application-id=3ErqAdtq,discussion-id=mydotFcJ,comment-id=0001,timestamp=2018-08-04T17:59:57.354+0000) > > I might start playing Jungle more. I actually really liked playing Jungle when tanks were meta and a thing. try out sion in the jungle, i never see it and it's one of my fave pocket picks . although i havent been playing him recently
: What do you propose they replace the ol’ Windy shot with? Having her jubilantly bouncing on a trampoline?
> [{quoted}](name=Quiet Dude,realm=NA,application-id=3ErqAdtq,discussion-id=jUZ21xL6,comment-id=000100000000,timestamp=2018-08-01T18:20:54.952+0000) > > What do you propose they replace the ol’ Windy shot with? Having her jubilantly bouncing on a trampoline? yes
: ...this is definitely a damage buff, just put somewhere else. It also really hurts a tank's ability to tank, as it requires a full ramp-up, which is three shots. An assassin is unlikely to take three shots, so what this does is penalize those characters that do tank more hits than that by increasing their damage while characters who take fewer shots due to mobility take less. If you want to penalize tower-dives, then you should *front-load* damage rather than *back-loading* it. A tower that deals *decreasing* damage would hurt tanks less and assassins more, but anything that back-loads damage is purely a tank nerf.
> [{quoted}](name=The Djinn,realm=NA,application-id=3ErqAdtq,discussion-id=g2AQI8gk,comment-id=0000,timestamp=2018-08-01T01:08:27.631+0000) > > ...this is definitely a damage buff, just put somewhere else. It also really hurts a tank's ability to tank, as it requires a full ramp-up, which is three shots. An assassin is unlikely to take three shots, so what this does is penalize those characters that do tank more hits than that by increasing their damage while characters who take fewer shots due to mobility take less. > > If you want to penalize tower-dives, then you should *front-load* damage rather than *back-loading* it. A tower that deals *decreasing* damage would hurt tanks less and assassins more, but anything that back-loads damage is purely a tank nerf. If they're tanking for that long, it should be later in the game and then the extra shots wouldn't hurt that much. I agree that it is a dmg buff in a way, i just meant not directly. As for the situation i wanted this to apply to, it would be when an Adc starts to take aggro after a tank decides/is forced to leave tower range, then the faster tower shots can acually punish the mage/assassin that could usually escape. (with a dash ect) It is sort of a niche situatuion, but it happens a couple times a game.
Rioter Comments
: Did Sudden Impact just get gutted because of Irelia?
25 scaling down to 4 at level 18 would be fine
: Twisted Fate was born with his magic. {{champion:202}} uses some, but idk if he was born with it. {{champion:64}} maybe?
> [{quoted}](name=Chromatic Eagle,realm=NA,application-id=6kFXY1kR,discussion-id=Ix5B32j9,comment-id=0004,timestamp=2018-02-01T21:51:32.872+0000) > > Twisted Fate was born with his magic. {{champion:202}} uses some, but idk if he was born with it. {{champion:64}} maybe? Maybe it's Maybelline
: I can't pick the Champions i want to
My problem is when i get a team comp that fits perfectly for a champ like lissandra, (a comp full of follow up engage) but i can't make it out of laning phase to use her properly. I don't play liss often at all, im just using her as an example of a weaker champ right now.
Rioter Comments
Show more

RisenFromTheAsh

Level 124 (NA)
Lifetime Upvotes
Create a Discussion